예제 #1
0
/* check hit with all missiles in a missile list (linked list),
 * return 1 if finally destroyed by missiles; 0 otherwise
 */
int LazerEnemy::CheckHit(MissileList &missiles) {
    if (!alive)
        return -1;
    /* get the head of list */
    MissileNode *node = missiles.getFront();
    
    /* traverse the missiles in the list and check for hit */
    while (node) {
        /* typeof(node->dat) is Missile*  */
        if (this->Plane::CheckHit(node->dat) ||
            arm.CheckHit(node->dat)) {
            /* if hit by a missile, the enemy get hurt :( */
            life -= node->dat->getPower();
            
            /* the missile will disappear after collision, unless it's laser */
            if (node->dat->getType() != LASER)
                node = missiles.Delete(node);
            else
                node = node->next;
            
            /* check for early termination, return 1 if destroyed */
            if (life <= 0) return 1;
        } else {
            node = node->next;
        }
    }
    
    /* if we get here, then enemy is not destroyed */
    return 0;
}
예제 #2
0
int main(){
    
    Vector2 startPosition(300, 500);
    Vector2 startDirection(0, -1);
    
    /* This list is used to store all user emmitted active missiles */
    MissileList enemy2Missiles;
    MissileList playerMissiles;
    
    /* Create the thunder */
    Thunder thunder(startPosition, startDirection);
    thunder.setVelocity(5);
    thunder.SwitchWeapon(BULLET, playerMissiles);
    
    Plane *player;
    player = &thunder;
    
    /* Create the boss */
    LazerEnemy enemy2(Vector2(300, 0), Vector2(0,1));
    enemy2.Init(enemy2Missiles);
    enemy2.setVelocity(15);
    Plane *enemy;
    enemy = &enemy2;
  
    
    FsOpenWindow(0,0,WINDOW_WID,WINDOW_HEI,1);
    glClearColor(0.1, 0.1, 0.1, 1);
    
    bool running = true;
    int i = 0;
    int cntDown = 0;
    
    while(running)
    {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        FsPollDevice();
        
        int key=FsInkey();
        int lb, mb, rb, mx, my;
        int mouse = FsGetMouseEvent(lb, mb, rb, mx, my);
        
        if(FSKEY_ESC==key) {
            running=false;
            break;
        } else if (FSKEY_UP == key) {
            /* UP for power up */
            ((Thunder *)player)->PowerUp(playerMissiles);
        }
        if (FSMOUSEEVENT_RBUTTONDOWN == mouse) {
            /* Right click for switch between 3 types of weapons */
            i = (i+1) % 3;
            ((Thunder *)player)->SwitchWeapon((MissileType)i, playerMissiles);
        }
        
        /* Thunder: shoot and cool down weapon. */
        player->Shoot(mouse, playerMissiles);
        player->CoolDown();
        
        /* Thunder: move and draw. */
        player->Move(1.0);
        player->Draw();
        
        /* Draw the enemy */
        enemy->Aim(player);
        printf("before move\n");
        enemy->Move(0.4);
        printf("after move\n");
        enemy->Draw();
        /* Enemy fire */
        ((LazerEnemy *)enemy)->Shoot(enemy2Missiles);
        enemy->CoolDown();
        
        if (enemy->CheckHit(playerMissiles) == 1) {
            ((LazerEnemy *)enemy)->Disappear(enemy2Missiles);
            cntDown = 100;
        }
        
        /* Stay for a while after boss die */
        if (cntDown > 0) {
            cntDown--;
            if (cntDown == 0)
                running = false;
        }
        
        /* traverse the missiles list, move missile */
        MissileNode *node;
        node = enemy2Missiles.getFront();
        while(node) {
            node->dat->Move(1.0);
            
            if (!node->dat->CheckInWindow()) {
                node = enemy2Missiles.Delete(node);
            } else {
                node = node->next;
            }
        }
        node = playerMissiles.getFront();
        while(node) {
            node->dat->Move(1.0);
            
            if (!node->dat->CheckInWindow()) {
                node = playerMissiles.Delete(node);
            } else {
                node = node->next;
            }
        }
        
        FOR_EACH(node, enemy2Missiles) {
            node->dat->Draw();
        }
        FOR_EACH(node, playerMissiles) {
            node->dat->Draw();
        }
        PrintPower(((LazerEnemy *)enemy)->getLife());
        FsSwapBuffers();
        FsSleep(25);
    }
    
    return 0;
}
예제 #3
0
int main(void)
{
    Vector2 bulletV(0, -10);
    Vector2 cannonV(0, -20);
    Vector2 laserV(0, -1);
    Vector2 bulletPosition(300, 400);
    Vector2 laserPosition(100, 400);
    Vector2 cannonPosition(200, 400);
    Vector2 velocity(1, 1);
    MissileList missiles;
    Missile *missile;
    MissileNode *laser = NULL;
    int laserReload = 0;
    int cannonReload = 0;
    int bulletReload = 0;
    int firing = 0;

    srand(time(NULL));
    FsOpenWindow(0,0,600, 800,1);
    glClearColor(0, 0, 0, 1);

    bool running = true;

    while(running)
    {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        FsPollDevice();

        int key=FsInkey();
        int lb, mb, rb, mx, my;
        int mouse = FsGetMouseEvent(lb, mb, rb, mx, my);

        if(FSKEY_ESC==key)
        {
            running=false;
        }
        if(FsGetKeyState(FSKEY_UP))
        {
            bulletV.rotate(0.05);
            cannonV.rotate(0.05);
            laserV.rotate(0.05);
        }
        if(FsGetKeyState(FSKEY_DOWN))
        {
            bulletV.rotate(-0.05);
            cannonV.rotate(-0.05);
            laserV.rotate(-0.05);
        }
        
        if(FSMOUSEEVENT_LBUTTONDOWN == mouse) {
            firing = 1;
        } else if (FSMOUSEEVENT_LBUTTONUP == mouse) {
            firing = 0;
        }
            
        if (firing == 1) {
            if (laserReload <= 0) {
                laserReload = 100;
                missile = new Laser(gBlue, 100, laserPosition, laserV, 1);
                laser = missiles.InsertFront(missile);
            }
            if (bulletReload <= 0) {
                bulletReload = 100;
                missile = new Bullet(gRed, 100, bulletPosition, bulletV, 1);
                missiles.InsertFront(missile);
            }
            if (cannonReload <= 0) {
                cannonReload = 100;
                missile = new Cannon(gGreen, 100, cannonPosition, cannonV, 1);
                missiles.InsertFront(missile);
            }
        }
        else if (firing == 0 && laser) {
            missiles.Delete(laser);
            laser = NULL;
            laserReload = 0;
        }

        MissileNode *node;
        node = missiles.getFront();
        while(node) {
            node->dat->Move(1.0);
            node->dat->Draw();
            if (!node->dat->CheckInWindow()) {
                node = missiles.Delete(node);
            } else {
                node = node->next;
            }
        }
        
        if (bulletReload > 0) bulletReload -= 10;
        if (cannonReload > 0) cannonReload -= 10;

/*
if(key == FSKEY_UP) printf("UP!!!!\n");
if(key == FSKEY_SPACE) printf("SPACE!!!\n");
if (FsCheckKeyHeldDown()) printf("KEY DOWN!!!\n");
*/
        FsSwapBuffers();


        FsSleep(25);
    }

    return 0;
}